cp_Streets_Night_5

This is my first map. I'm trying to get people to try it out. I have been hosting beta tests on Steam for a while now, and people seem to enjoy the map. There are currently three versions of this map, I am making available.
cp_Streets_3 : is a capture point map with three capture points
cp_Streets_5 : is a capture point map with five capture points
cp_Streets_Night_5 : is a capture point map with five capture points, and lighting designed to look like it is night time.

These maps have been designed to have something special for each class.
All three of the maps have the same layout, but each map has a dynamic all it own. cp_Streets_3 is fast paced version of the map. cp_Streets_5 is designed to come down to a final battle near either teams spawn area. cp_Streets_Night_5 is the same as cp_Streets_5 except it has much darker lighting for hiding in nucks and crannies.

Try out the map. Feel free to e-mail me with questions or comments. I hope you have a fun playing on these maps.

Sorry for this very late reply, I downloaded this the day after you posted it and forgot about it completely. I gave it a try and kept getting the "Warning: overflowed CClientRenderableList group 7" error in the upper right corner of my screen. I haven't seen that one before, you probably want to run your compile log through the error checker here:http://www.interlopers.net/index.php?page=errors

Overall, the scale of the level felt way too small, the buildings were to small and the entryways weren't nearly big enough. I kept getting stuck in defferent places. The huge open areas don't work very well for TF2 either, as the limit players to only scout or sniper. Walls on large rooms should also be at least 8 to 16 units thick. The texturing also clashes somewhat with TF2's art style.

I really like the map theme and the building layout, but as I've said, you really need to increase the scale size for it to work for TF2.